Aspis Consortium Agent

Lady Juniper's page

77 posts. Alias of Pathfinder Zoey.


Full Name

Lady Juniper

Race

Human

Classes/Levels

Mesmerist 3 ( Custom Cult Master )

Gender

Female

Size

Medium

Age

18

Special Abilities

Mesmerist Tricks

Alignment

Chaotic Good

Deity

Milani

Location

Kintargo, Cheliax

Languages

Common • Celestial • Elven • Dwarven • Strix

Occupation

Docur's Spy

Homepage URL

Character Sheet

Strength 10
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 8
Charisma 18

About Lady Juniper

Alignment: Chaotic Good, Juniper is a firm supporter of freedom. Any laws that interfere with that she views as buds of corruption that should be pruned.

Race: Human.

Race Powers:
• Silver Tongued: Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two.

• Focused Study: At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Size: Medium, 5ft Reach.

Initiative: +3 ( +3 Dex )

Senses: Perception +5

Favored Class: Mesmerist, +2 HP.

Combat Role: To Juniper words are the best weapon. She's shaken people with a single word, making them question their cause and loyalties without the need for bloodshed.

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Class 1: Mesmerist ( Custom Cult Master )
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Insidious Personality: A mesmerist adds 1/2 his mesmerist level as a bonus on all Diplomacy checks. ( +1 )

Hypnotic Stare: A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws.

Mesmerist Tricks: A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. ( 5/Day )

Fanatical Stare: The target of the gaze gains a +1 competence bonus on attack rolls and weapon damage rolls. Instead of taking the hypnotic stare's penalty on Will saves, the target gains a bonus if an equal amount on Will saves. ( +2 Will, +1 To Hit, +1 Damage )

Towering Ego: A mesmerist gains a bonus equal to his Charisma bonus on Will saving throws. ( +4 )

Bold Stare: ( Disorientation ) The hypnotic stare penalty also applies on attack rolls.

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Defense:
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Armor Class: 17 ( 10 Base, 4 Armor, 3 Dex )
• Touch: 13
• Flat Footed: 14

CMD: 15 ( 10 Base, 3 Dex, 0 Str, 2 Bab )

Hit Points: 30 ( 24 HD , 4 Con, 4 Favored Class )
• Healthy: 30-
• Grazed: -
• Wounded: -
• Critical: -0

Saves:
• Fort: +2 ( 1 Base, 1 Ab Mod )
• Refl: +6 ( 3 Base, 3 Ab Mod )
• Will: +6 ( 3 Base, -1 Ab Mod, 4 Ego )

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Offense:
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BAB: +2

CMB: 2 ( 2 BAB, 0 Str )

Move Speed: 30 ft

Attack Routines:
• Dagger: +1 1d4+0; 19-20/×2

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Mesmerist Tricks: ( DC 15, 2 Known , 5/Day )
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Psychosomatic Surge: The mesmerist can trigger this trick when the subject takes damage. The subject gains a number of temporary hit points equal to 1d8 + 1/2 the mesmerist's level. ( 1d8+1 )

Shadow Splinter: The mesmerist can trigger this trick when the subject takes damage from an attack. The damage the subject takes is reduced by an amount equal to 3 + the mesmerist's Charisma modifier. Another creature within range of the original attack is affected by a shadow illusion. This second creature takes an amount of damage equal to the amount by which the attack's damage was reduced.

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Mesmerist Spells: ( 5/3/0/0/0/0/0 )
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Level 0: ( DC 14, 5 Known , X/Day )
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Mage Hand: 5-pound telekinesis.
Message: Whisper conversation at distance.
Prestidigitation: Performs minor tricks.
Ghost Sounds: Figment sounds.

Level 1: ( DC 15, 3 Known , 3/Day )
Comprehend Languages: You understand all spoken and written languages.
Vanish: This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.
Silent Image: Creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
Deja Vu: Make a creature repeat its actions.

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Feats: ( 1 Race, 2 Level )
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Skill Focus ( Diplomacy ): +3 to Diplomacy.

Antagnoize ( Diplomacy ): For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.

Ready For Battle: the subject gains a +2 morale bonus on initiative checks until the trick is triggered or its duration ends.

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Skills: ( 18 Class, 3 Int, 6 Background ) ACP = -2
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Trained:
• Bluff: +12 ( +1 If Dressed Properly )
• Diplomacy: +16 ( +1 If Dressed Properly, +2 If Gathering Info )
• Know ( Arcana ): +7
• Know ( Nobility ): +7
• Linguistics: +7
• Perception: +5
• Sense Motive: +5
• Sleight Of Hand: +7
• Stealth: +7

Untrained:
• Acrobatics: +1
• Appraise: +1
• Climb: -2
• Craft: +1
• Disable Device: +1
• Disguise: +4
• Escape Artist: +1
• Fly: +1
• Handle Animal: +4
• Heal: -1
• Intimidate: +4 ( +1 If Dressed Properly )
• Know ( Dungeoneering ): +1
• Know ( Engineering ): +1
• Know ( Geography ): +1
• Know ( History ): +1
• Know ( Local ): +1
• Know ( Nature ): +1
• Know ( Planes ): +1
• Know ( Religion ): +1
• Perform: -1
• Ride: +1
• Spellcraft: +1
• Survival: -1
• Swim: -2
• Use Magic Device: +4
• Artistry: +1
• Lore: +1

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Traits: ( Campaign, Social, Equipment )
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Natural Born Leader: Treat your Charisma score as if it were 2 points higher for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.

Affable: You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time.

Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks.

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Languages: ( 1 Free, 1 Int, 3 Linguistics )
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• Common
• Celestial
• Elven
• Halfling
• Strix

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Equipment: (Current Load: 33) (Light Load: 38) (Medium Load: 76) (Max Load: 115)
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Head:
Headband:
Eyes:
Shoulders:
Neck:
Chest:
Body:
Armor: Chain Shirt
Belt:
Wrists: Sleeves of Many Garments
Hands:
Ring:
Ring:
Feet:

Weapon 1: Dagger
Weapon 2: Antagonize
Weapon 3:
Weapon 4:

Protective:

Platinum: 000
Gold: 398
Silver: 000
Copper: 000

• Outfit, Pickpocket

Masterwork, Backpack:
• Traveler's Any-Tool

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Personality: *
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Appearance: ( Character Art ) *
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Height: 165 cm
Weight: 52 kg
Age: 18

Juniper dresses well and often in layers, she dresses in dark clothing with bright, preferable red, accents. She has jet black hair that is kept pulled into a neat bun which complements her light skin tone and baby blue eyes.

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History: *
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Questions:

1. What is your class? Why are you your class? What does your class mean to you?

Mesmerist, Juniper has always had a way with words and learning how to act properly by Docur she's become an excellent leader, Being a Mesmerist has made spying for Docur much easier and knowing just the right thing to say has gotten her more situations than she'd care to admit.

2. What is your alignment? What made you that alignment? What does your alignment mean to your character?

Chaotic Good, Juniper is a firm support of freedom. Any laws that interfere with that she views as blooms of corruption that should be removed..

3. How long have you been in Kintargo? (Forever is an option for the very old or very young) Where are you from?

Since joining Lady Docur's School for Girls, *.

4. What sort of crowds do you spend most of your time in, and what is your race? Are you part of some sort of society, secret or otherwise?

Other Students from the School/Information Brokers, Human, Lady Docur's School for Girls.

5. What is your goal in joining the rebellion? What pushed you to join it? What is your reason for attending the protest?

6. Do you have any cherished possessions?

*

7. Which trait did you pick from the player's guide?

Natural Born Leader.

8. Which 'job' do you hope to fill within the ranks of the rebels. Please list your top three in order.

Demagogue, Strategist, Recruiter.

9. What is your ideal modus operandi in combat? How do you expect for your character to function? If I need to automate you, is there anything you absolutely do not want me to do?

If anyone isn't antagonized she will target them with it if able, Fanatical Stare will be used over Hypno stare.